It's not very often that we see a game there where the dev knows what is fun in a game and focuses on that, eliminating all the game play that doesn't serve to make it fun.
The game is definitely designed for players willing to defer gratification. Breaking the willpower of slaves and training them to be enjoy their fate takes a long time in day-turns. That doesn't prove to be "grindy," though, because the player is also doing many other interesting things. I found myself frequently having to choose between various fun options, which would have been frustrating had there been a time limit to the game. But there isn't one, so the choice is just the order in which to do fun and interesting things.
The game seems simplistic when one starts to play, but the design cleverly makes each NPC character different and interesting by a combination of stats and backgrounds, and each MC different by choosing different skill and ability emphasis at the start. There are no right or wrong, best or worst choices. Just different choices. It's the ultimate sandbox.
The only things I found sub-optimal in the game were the combat system (which gets repetitive pretty quickly) and the uneven state of the current artwork (which is being expanded and updated).
I'd encourage other devs and potential devs to take a good look at this game and see what can be done when a developer focuses solely on having the player make fun and interesting decisions.
The game is definitely designed for players willing to defer gratification. Breaking the willpower of slaves and training them to be enjoy their fate takes a long time in day-turns. That doesn't prove to be "grindy," though, because the player is also doing many other interesting things. I found myself frequently having to choose between various fun options, which would have been frustrating had there been a time limit to the game. But there isn't one, so the choice is just the order in which to do fun and interesting things.
The game seems simplistic when one starts to play, but the design cleverly makes each NPC character different and interesting by a combination of stats and backgrounds, and each MC different by choosing different skill and ability emphasis at the start. There are no right or wrong, best or worst choices. Just different choices. It's the ultimate sandbox.
The only things I found sub-optimal in the game were the combat system (which gets repetitive pretty quickly) and the uneven state of the current artwork (which is being expanded and updated).
I'd encourage other devs and potential devs to take a good look at this game and see what can be done when a developer focuses solely on having the player make fun and interesting decisions.